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Forum » SpaceEngine » Feedback and Suggestions » Simple Cloud Shadows (Implement shadows on and created by cloud layers)
Simple Cloud Shadows
Adobe_Wan_KenobiDate: Thursday, 27.06.2013, 00:09 | Message # 1
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Now that Space Engine has multiple atmosphere layers, each cloud layer should cast a shadow on everything below it (other cloud layers or the base terrain).

The same way the rings cast shadows on the cloud layers and terrain now, could be implemented to allow cloud layers to be the source of the shadows. This could happen before any 3D cloud system is integrated, and would give more realistic results in full-planet views.
 
ProteusDate: Thursday, 27.06.2013, 06:22 | Message # 2
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I second this. I knew there was something I couldn't put my finger on about the lighting when I'm on a planet... I think this is what it was (at least one of the things). It needs cloud shadowing.




 
SpaceEngineerDate: Thursday, 27.06.2013, 09:54 | Message # 3
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It can't be implemented in same way as rings shadow. It requires a shadow buffers.




 
DwardenDate: Friday, 05.07.2013, 14:41 | Message # 4
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and don't forget Crepuscular rays ! smile http://en.wikipedia.org/wiki/Crepuscular_rays




Ideas are like ocean w/o borders! https://twitter.com/FoltynD

Edited by Dwarden - Friday, 05.07.2013, 14:41
 
anonymousgamerDate: Friday, 05.07.2013, 18:47 | Message # 5
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One day, I hope to see this in SE (minus the gun)






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Edited by anonymousgamer - Friday, 05.07.2013, 18:48
 
BlackeyeDate: Friday, 05.07.2013, 19:56 | Message # 6
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Quote
One day, I hope to see this in SE (minus the gun)

jeah happy


Edited by Blackeye - Tuesday, 26.11.2013, 15:15
 
Gondor2222Date: Thursday, 11.07.2013, 01:17 | Message # 7
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Without cloud shadows/shadowing you get really weird lighting on clouds in certain cases, like the following:

Attachments: 5818942.jpg(157Kb)
 
Adobe_Wan_KenobiDate: Friday, 12.07.2013, 06:56 | Message # 8
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I also noticed that the new clouds no longer have bump mapping on them, so the shading which would imply shadows has disappeared and now the clouds look NOTICEABLY FLAT and featureless.

Edited by Adobe_Wan_Kenobi - Friday, 12.07.2013, 07:09
 
momaxDate: Monday, 22.07.2013, 23:58 | Message # 9
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I have no clue for procedural planets, but for non-procedural planets with an atmosphere like the Earth or Mars, there is a crude way to simulate cloud shadows: adding a second layer of clouds with height and exposure at value 0.

Example for Earth:

Code

  Clouds
  {
   DiffMap        "Earth/Clouds"
   DiffTileSize    514
   DiffTileBorder  1
   //BumpMap      "Earth/Clouds-Bump"
   BumpTileSize    514
   BumpTileBorder  1
   BumpHeight      6.0
   BumpOffset      0.0
   Exposure        1.3
   DayAmbient      3.0
   Lommel          0.2
   Height          9.0 //3.5
   Velocity        0.0 // km/h
  }
  Clouds
  {
   DiffMap        "Earth/Clouds"
   DiffTileSize    514
   DiffTileBorder  1
   //BumpMap      "Earth/Clouds-Bump"
   BumpTileSize    514
   BumpTileBorder  1
   BumpHeight      6.0
   BumpOffset      0.0
   Exposure        0
   DayAmbient      3.0
   Lommel          0.2
   Height          0.0 //3.5
   Velocity        0.0 // km/h
  }


It is not realistic, since it is not casting a proper shadow with the sun angle, but it does add some realism to orbital scenes:

Anyway only a first shot, it needs some tweaking: the clouds color is altered by the underlying dark layer.

But still, i think the result looks nice smile




Attachments: 3833412.jpg(260Kb) · 1523284.jpg(272Kb)
 
HarbingerDawnDate: Tuesday, 23.07.2013, 00:16 | Message # 10
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Wow, that is very impressive looking!




All forum users, please read this!
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DoctorOfSpaceDate: Tuesday, 23.07.2013, 03:39 | Message # 11
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That does look unexpectedly nice for screens.




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SalvoDate: Tuesday, 23.07.2013, 11:39 | Message # 12
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The universe is not required to be in perfect harmony with human ambition.

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(still don't know why everyone is doing this...)
 
momaxDate: Wednesday, 24.07.2013, 12:34 | Message # 13
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Thanks to SpaceEngine and its engineer ;-)

Terrain that stands above the sea level makes the clouds shadows disappear below it (terrain height > cloud shadow height)...

To avoid this, add the bump map of Earth to the cloud shadow layer, and give it the same parameters as the surface bump:

Code

  Clouds
  {
   DiffMap        "Earth/Clouds"
   DiffTileSize    514
   DiffTileBorder  1
   //BumpMap      "Earth/Clouds-Bump"
   // BumpMap      "Earth/Clouds"
   BumpTileSize    514
   BumpTileBorder  1
   BumpHeight      6.0
   BumpOffset      0.0
   Exposure        1.3
   DayAmbient      3.0
   Lommel          0.2
   Height          9.0 //3.5
   Velocity        0.0 // km/h
  }
  Clouds
  {
   DiffMap        "Earth/Clouds"
   DiffTileSize    514
   DiffTileBorder  1
   BumpMap        "Earth/Bump" // prevent clipping by terrain
   BumpHeight      9.486 // 0.907 + 8.579 km - total height
   BumpOffset      0.907 // 0.907 km - below sea level
   BumpTileSize    514
   BumpTileBorder  1
   Exposure        0
   DayAmbient      3.0
   Lommel          0.2
   Height          0.0 //3.5 // shadows on the ground
   Velocity        0.0 // km/h
  }




Cloud shadows on the mountains...

One limit cannot be resolved with a cloud layer though: the sun angle (the dawn/dusk shadows should be elongated).

Attachments: 5550440.jpg(63Kb)
 
Fireinthehole-Date: Wednesday, 24.07.2013, 14:03 | Message # 14
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momax,






Love Space Engine!
 
neutronium76Date: Wednesday, 24.07.2013, 19:28 | Message # 15
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momax this is fantastic! Very well done considering SE's current limitations! One question: What is going to happen if I add speed to the cloud layer? I mean the same value to both layers? ACtually I am going to try it out and see. I have a gut feeling it is going to be a very bad idea sad

Actually velocity doesn't affect it - only heavy clipping below 70km camera altitude:



Very well done smile





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Edited by neutronium76 - Wednesday, 24.07.2013, 20:07
 
Forum » SpaceEngine » Feedback and Suggestions » Simple Cloud Shadows (Implement shadows on and created by cloud layers)
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